This more effective anti-aliasing is also combined with a difference in how level of detail is handled for vegetation objects. For starters, Stadia's anti-aliasing is markedly improved, or at least changed to deliver less aliasing artefacts in a compressed stream. In terms of visual features, there are some interesting changes here. Again though, you would expect a 10.7TF GPU to clear up the performance issues found in the 6.0TF Xbox One X game. The quality mode - available only if you have access to the 4K feed offered by Chromecast Ultra - does indeed render at a native 3840x2160 and while there are some visual tweaks, changes and compromises, it runs well at 30fps with only minor drops in areas that also challenged the X version (the water areas in The Prophet's Tomb, for example).
While the first game in the trilogy only offers one display mode, 2015's Rise of the Tomb Raider retains the same quality and performance modes of the PS4 Pro and Xbox One X versions of the game (though the X's 'enriched' mode is absent).
What DRS does mean though is that future iterations of Stadia hardware server-side should see the software naturally take advantage of a more capable GPU.
Overall, Tomb Raider 2013 is a good port overall, and the only criticism I can really muster is that it's hard to imagine that the full 10.7 teraflops of GPU power is being deployed to run such an old game at a resolution that's much lower than full 4K. It should be stressed that getting accurate metrics here is challenging owing to the compression in the video stream, but the variance in itself is clear to see. That said, I did notice some problems at times with the dynamic resolution scaling, resulting in one scene hitting a low of just 1280x720. 1512p was a common measurement, with a maximum of 1720p found in one scene too.
Dynamic resolution is in play, aiming for the highest resolution while maintaining that crucial 60fps.
The streaming version operates at a nigh-on locked 60 frames per second, trumping the 30fps of Xbox One and the somewhat unstable 60fps of the PlayStation 4. Where Stadia improves over PS4 and Xbox One is in terms of its output resolution and performance level. Also curious is that depth of field - present in the console builds - is gone on Stadia too. Some, but not all: tessellation is absent, for example. By and large, this means that the same selection of upgrades are in place - including the new Lara model - alongside some of PC's improvements. We'll go through each game in turn, kicking off with the reboot, which is a conversion of the current-gen console Definitive Edition, as opposed to a conversion of the original PC version. But Shadow is just one of three Tomb Raider titles available to Stadia users and while there are some issues with Tomb Raider 2013 and Rise of the Tomb Raider, these are still slick, impressive conversions well worth investigation - especially as the original reboot is now free for Stadia Pro subscribers in December. A genuine highlight of the Stadia review phase, Nixxes' port of Shadow of the Tomb Raider managed to deliver an impressive streaming version of the game offering virtual parity with the Xbox One X release, with full native 4K delivered in its quality mode alongside a rock-solid 60 frames per second in the default performance setting.